Kindred - The Eternal Hunters
This is the approved revision of this page, as well as being the most recent.
|HP Regen:||7 (+0.55)|
|Mana Regen:||6.95 (+0.4)|
|Attack Damage:||54.42 (+1.61)|
|Attack Speed:||0.625 (+2.5%)|
|Magic Resist:||30 (+0)|
"Separate, but never parted, Kindred represents the twin essences of death. Lamb's arrow offers a swift release for those who accept their fate. Wolf hunts down those who run from their end, delivering violent finality within his crushing jaws. Though interpretations of Kindred's nature vary across Runeterra, every mortal must choose the true face of their death."
|Lore:||Separate, but never parted, Kindred represents the twin essences of death. Lamb’s bow offers a swift release from the mortal realm for those who accept their fate. Wolf hunts down those who run from their end, delivering violent finality within his crushing jaws. Though interpretations of Kindred’s nature vary across Runeterra, every mortal must choose the true face of their death.
Kindred is the white embrace of nothingness and the gnashing of teeth in the dark. Shepherd and the butcher, poet and the primitive, they are one and both. When caught on the edge of life, louder than any trumpeting horn, it is the hammering pulse at one’s throat that calls Kindred to their hunt. Stand and greet Lamb’s silvered bow and her arrows will lay you down swiftly. If you refuse her, Wolf will join you for his merry hunt, where every chase runs to its brutal end.
For as long as its people have known death, Kindred has stalked Valoran. When the final moment comes, it is said a true Demacian will turn to Lamb, taking the arrow, while through the shadowed streets of Noxus, Wolf leads the hunt. In the snows of the Freljord, before going off to fight, some warbands “kiss the Wolf” vowing to honor his chase with the blood of their enemies. After each Harrowing, the town of Bilgewater gathers to celebrate its survivors and honor those granted a true death by Lamb and Wolf.
Denying Kindred is to deny the natural order of things. There are but a wretched few who have eluded these hunters. This perverse escape is no sanctuary, for it only holds a waking nightmare. Kindred waits for those locked in the undeath of the Shadow Isles, for they know all will eventually fall to Lamb’s bow or Wolf’s teeth.
The earliest dated appearance of the eternal hunters is from a pair of ancient masks, carved by unknown hands into the gravesites of people long-forgotten. But to this day, Lamb and Wolf remain together, and they are always Kindred.
| “Tell me again, little Lamb, which things are ours to take?”
“All things, dear Wolf.”
Passive’s jungle mark rules updated to be more favorable for Kindred.
When we updated the jungle camps in pre-season to give each a stronger identity, this left Kindred in an odd state. While other junglers have the option of clearing camps based on their individual strengths, Kindred’s passive forces them to fight whatever Wolf has marked. This hits hardest with Wolf’s very first mark: Kindred has significantly different choices to make if their target is the enemy Raptors instead of a Rift Scuttler. Given how crucial the start of a game is for junglers, the volatility in possibilities for Kindred’s first mark felt exceptionally bad. We’ve made a few other changes to smooth Kindred’s jungle mark progression by pushing highly-contested monsters later in Wolf’s mark tiering system and preventing enemies from stalling the Eternal Hunters out by holding marks hostage. We also cleared up a feels-bad scenario where Kindreds who chain-cleared their first seven marks were left without a new Wolf target until 20 minutes, when Baron Nashor finally spawned.
- WOLF MARKING: After
70 seconds⇒ 50 seconds of having no active jungle mark, Wolf marks an enemy jungle monster for 5 minutes⇒ 3 minutes
- BIGGER PREY: Possible camps for Wolf’s jungle marks have been updated, based on how many stacks Kindred currently has. At the indicated number of stacks, Wolf can mark:
- FIRST TIER:
Rift Scuttler, Crimson Raptor (with 0, 1, 2 stacks)⇒ Rift Scuttler (with 0 stacks)
- SECOND TIER:
Crimson Raptor, Gromp, Ancient Krug, Greater Murk Wolf (with 3, 4 stacks)⇒ Rift Scuttler, Crimson Raptor, Gromp (with 1, 2, 3 stacks)
- THIRD TIER:
Red Brambleback, Blue Sentinel, Rift Herald, Elemental Drakes (with 5, 6 stacks)⇒ Red Brambleback, Blue Sentinel, Ancient Krug, Greater Murk Wolf (with 4, 5, 6, 7 stacks)
- FOURTH TIER:
Baron Nashor, Elder Dragon (with 7+ stacks)⇒ Rift Herald, Baron Nashor, Elemental Drakes, Elder Dragon (with 8+ stacks)
- FIRST TIER:
- Restored missing audio during Shadowfire Kindred’s run cycle when Lamb throws her bow in the air
Base armor down. Armor per level up. W no longer heals, but Wolf reduces monster damage.
No stranger to the patch notes, Kindred’s back for another round of changes to address their unparalleled jungle dominance. Before we talk about the changes themselves, let’s get into a little bit of history.
While ranged junglers aren’t unheard of these days, setting out to develop a marksman jungler was no easy task. After lots of internal failures in testing, we felt it was necessary to give Kindred higher-than-average base stats and sustain (relative to marksmen) to even be able to clear their jungle. We accepted those extreme stats as necessary evils for Lamb and Wolf to be considered functional.
Fast forward to today, and we’ve clearly learned some lessons. While Kindred does possess a steep learning curve, part of that mastery is in learning how to kite the jungle monsters - meaning good Kindred players take little to no damage during their clear. That’s totally fine, but it means those ‘necessary evils’ aren’t so necessary after all. Kindred are marksmen, so they should be killable when caught out of position. Instead, Lamb and Wolf just walk around at full life and outduel just about everyone.So that’s the deal. The changes below are all about emphasizing that weakness in Kindred while still retaining their ability to clear the jungle. The Eternal Hunters have been tough to balance before now, but we’re confident that by softening their dueling strength, we can work towards a more balanced Kindred long-term (one that isn’t nerfed in every patch consecutively, that is).
- BASE ARMOR:
- ARMOR GROWTH STAT:
- No longer grants a heal HUNTER'S VIGOR:
- WOLF GANG: Wolf now maims jungle monsters, reducing their attack speed and movement speed by 50% for 2 seconds
- Shadowfire Kindred’s basic attack particles are now easier to see
- Fixed a bug where Shadowfire Kindred’s Wolf would appear as two Wolves stacked on top of each other to everyone except Kindred
- Fixed a bug where Wolf would occasionally stop damaging targets that entered his range during Kindred’s W - Wolf’s Frenzy
Passive cooldown decreased. Q damage down, but scales with marks. E slow and damage down.
Thanks to their range, Kindred’s early game damage and powerful slow allow them to trade uncontested against a lot of junglers and laners, putting opponents on the back foot as they take control of the game. Oftentimes, the threat of being kited makes avoiding fighting back the optimal option. These uncontested trades are what make Kindred a dominant force in the early stages, even without bounties. Speaking of which, let’s talk about Mark of the Kindred. Designed to reward the dynamic duo for taking risks and predicting their prey, Kindred’s Marks feel more like a ‘cherry on top’ instead of a crucial part of their damage. By allowing Kindred more opportunities to mark (while making it more necessary to claim them), we’re giving them a clear path to successful scaling that doesn’t include ‘viciously murdering every jungler before level 3’.
- CHAMPION MARK COOLDOWN:
90 seconds⇒ 75 seconds
- JUNGLE TIER LIST: Wolf now marks jungle monsters based on Kindred’s current stacks
- 0 - 2 MARKS: Rift Scuttlers or Razorbeaks
- 3 - 4: MARKS Krugs, Razorbeaks, Gromp, or Murkwolves
- 5 - 7: MARKS Blue Sentinels, Red Bramblebacks, Rift Herald, or Elemental Dragons
- 7+ MARKS: Baron Nashor or Elder Dragon
- HUNTING FOR ARROWS: Bounties increase Dance of Arrows’ damage by 5 per stack (uncapped)
70% at all ranks⇒ 50% at all ranks
Q cooldown up while in Wolf’s Frenzy. W lasts longer and deals bonus damage to monsters.
Let’s call a wolf a wolf - Kindred’s early game is out of line. We want Kindred to be able to pressure the map (especially through expert control of their Marks), but invading top-tier duelists with impunity is pushing it. We’re adjusting their clearing ability to stay roughly the same, but Kindred will need to pick their battles a little more carefully if they want to start scaling out of control.
- Q - Dance of Arrows
- COOLDOWN WHILE IN WOLF’S FRENZY:
2 seconds at all ranks⇒ 4/3.5/3/2.5/2 seconds
- COOLDOWN WHILE IN WOLF’S FRENZY:
- W - Wolf's Frenzy
8 seconds⇒ 8.5 seconds
- LESS VIGOR: Hunter’s Vigor gains less charge from movement
- MORE HUNTING: Hunter’s Vigor charges when Lamb basic attacks
- WOLF BONUS: Wolf deals 50% bonus damage to monsters
W heal down early but up late. R is now self-cast.
Champion complexity is valuable, but sometimes you can have too much of a good thing. Experienced Kindred players are too able to optimize the value they get around placing and navigating their two zones (Wolf’s Frenzy and Lamb’s Respite). Cutting back on Wolf’s Frenzy’s sustain softens Kindred’s early game dominance in experienced hands, while centering Lamb’s Respite limits their capacity to save mispositioned allies (while benefitting newer Kindreds thanks to solving some of the targeting-wonkiness).
- Fixed a bug where Kindred wouldn't gain a stack of P - Mark of the Kindred if a targeted jungle monster was killed too far away from its spawn point
Q mana cost up, E base damage down.
W heal down. R cooldown up.
Kindred’s strengths have become pretty apparent as players continue mastering them, utilising their high damage and sustain to take even the slightest advantage and run rampant. These changes are about restricting access to their more powerful tools when they’re most likely to pull ahead while introducing more risk to their death-defying maneuvers.
- PASSIVE HEAL:
63-114 at levels 1-18⇒ 43-94 at levels 1-18
Health regen down. Passive cap introduced to monsters.
The Kindred have been tearing up the jungle, pulling death-defying stunts and objective-based snowballs like you've never seen before. We're putting a limit on their Mark's damage towards monsters (10 second barons are a little unfair) and cutting down their initial sustain to keep them from spiraling leads too harshly out of control.
- BASE HEALTH REGEN:
- PHYSICAL DAMAGE VS MONSTERS: Capped at 75 (+10 per stack)
- SIKE: No longer displays 1 stack on your buff bar when you have 0 stacks
- DEATH'S HERALDS: At 6 stacks, Wolf will now hunt Baron Nashor and the Rift Herald instead of stopping his hunts
- BUGFIX: Now properly plays a sound effect when proc'd
- BASE ATTACK DAMAGE:
- ATTACK DAMAGE GROWTH STAT:
Just addressing some bugs with Kindred while players get used to their more unique ways of stalking the jungle.
- Color Coded: The minimap icon for Kindred's marks now correctly represent ally/enemy colors. Allied Kindred hunts will always appear blue, and enemy Kindred hunts will always appear red.
- Not All Things, Dear Wolf: Fixed an exploit that allowed Kindred to gain passive stacks from monsters that were not hunted.
Kindred is released.